Feb 202012
 
So You Want to Crowd-Source Your Funding?

With Double Fine adventures just hitting the $2,000,000 when I started writing this article; I seem to notice that the Internet, or at least the parts I pay attention to, is abuzz with ‘Kickstarter fever.’ Now I am extremely happy about this since: I love Double Fine, don’t like publishers, and feel this can be [...]

Game Design: On Ideas

 Posted by Dev.Mag on 13 February 2012  Game Design  No Responses »  Tagged with: ,
Feb 132012
 
Game Design: On Ideas

Often enough I have talked to people wanting to start making video games. And often enough they talk about making the next big game. I have to admire their enthusiasm, as it reminds me of a much younger me. But most often they say one thing which I can’t forgive. “I have this great idea.” [...]

 
How to design levels for a platformer

This article looks at the process of designing levels for a platformer: from the initial idea to the final playable level.

 
How Are Puzzle Games Designed? (Conclusion)

A distillation of the five puzzle game design interviews, taking together advice from Rob Jagnow, Guy Lima, Ted Lauterbach, Teddy Lee, Dave Hall and Teddy Lee.

 
How are puzzle games designed? Teddy Lee

Teddy Lee (maker of My First First Quantum Translocater and other popular Flash games) gives us his take on puzzle game design.

 
How are puzzle games designed? Dave Hall

In this puzzle game design interview, Dave Hall from Toxic Games tells Dev.Mag how they designed the puzzles for Q.U.B.E.

 
How are puzzle games designed? Ted Lauterbach

Ted Lauterbach, creator of the eerie puzzle game, suteF, answers our questions about puzzle game design.

 
How are puzzle games designed? Guy Lima

Dev.Mag talks to Guy Lima, one of the founders of Ragtime Games, on how he and his team designed the puzzles for Continuity, the sliding-tile platform puzzler.

 
How are puzzle games designed? Rob Jagnow

As part of our series of interviews on puzzle game design, we asked Rob Jagnow about his approach. Jagnow is the founder of Lazy 8 Studios, and the designer behind Cogs, the steampunk-themed sliding-tile puzzle game.

 
How are puzzle games designed? (Introduction)

This article gives some background information on puzzle games, and sets the stage for a set of interviews on puzzle game design.

 
Desktop Dungeons: Design Analysis (Part 2)

In this second part of analyzing Desktop Dungeons, we look at how choices are given meaning not only through their complexity, but also through the role they play in structuring an experience.

 
Desktop Dungeons: Design Analysis (Part 1)

This is the first part of an in-depth look at the design of Desktop Dungeons, the South African game that won the Excellence for Design Award at the IGF. In this part, we look at the player actions, choices, and tension.

 
Board Silly (Tabletop Game Design)

Two Dev.Mag writers share their board game design experiences: conception, design, production, playtesting.

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